I've had some issues when trying to unwrap the ground the a BSP I'm working on. I've correctly unwrapped it all, ensuring no surfaces overlap. I tested the process on a smaller chunk and it all worked fine but I am consistently getting this error during lighting and not compiling.

I've opened the WRL yet there is no blue geometry that actually relates to my bsp. I'm perplexed as to what the issue actually is.

For reference, I'm going to make a list of all things I believe are of note and some steps I've taken to try and remedy this problem.

I have made a huge BSP. It is 47k polygons and 140k verts over estimated 756000 square units (I have quite a few portals.)

There are some "ponds" that are a part of it using the !<material> extension. There is also a base water level as well. I've removed both of these items from the BSP during export and there has been no change.

I've done a UVWMap Box of the entire map except for the ground to try and solve any missed polygons during the modelling process but not no avail.

There are caves in the BSP but they use seperate materials

Parts of the unwrapped area directly touch the +sky material

I currently have no exactportals

The geometry is populated midly by scenery

When I do a box UVmap of the entire area (not unwrapping the ground) the lightmaps compile fine

I am genuinely perplexed and this issue has been driving me bonkers.Edited by Storm on Dec 17, 2018 at 06:53 PM

Quote: --- Original message by: the concerned throsI'm gonna turn this to a Halo 3 mod.

Go ahead. Just keep the jackal shields looking pretty.

Quote: --- Original message by: lightsoutMade an account just to post a "review" on the mission. Modding CE nowadays truly is a thankless job, so the least I could do was offer my thoughts. I thought it was really good. It had a really smooth flow, the landscaping and internal areas were very well crafted and the enemy placements and numbers were just right. Nothing too overwhelming for the sake of "difficulty". Only custom assets I noticed were the jackal shields and the elite energy shields. Not that I mind, CEs sandbox stands great on its own and there were no weird and unfitting mixes of artstyles. My favorite aspect was definitely the battlefield composition. The variety, the multiple paths and little secret entrances/holes added the depth that vanilla CE is known for. I also appreciated some small details, like the covie corpses before the Flood attack. Best part for me was the "One Final Effort" segment, with the "uphill" battle against the covie turret. Felt like I was playing a Bungie level at that point. The story was pretty standard. Voice acting was pretty good for a fan project (the AI gave me some "If the Emperor had a TTS" vibes, which is always a big plus). Overall, it was very enjoyable and I will definitely add it to my annual "every Halo campaign/great fangame" marathon. Seriously, thank you for making this. I'm certainly looking forward to any future missions/projects by you. Take care.

It's time to get out of bed, bash your face on the desk and skip breakfast. Download this god damn map, enjoy the <dennis profanity filter> out of it, and sit around wondering what to do with your life.

If you have no idea how to run a Halo Singleplayer map, first of all, why are you here? Secondly, I've included a readme with a short tutorial.

Also, all the dev files are in there. Tags, scripts and even JMS files. All Max files included are 2016+

It's time to get out of bed, bash your face on the desk and skip breakfast. Download this god damn map, enjoy the <dennis profanity filter> out of it, and sit around wondering what to do with your life.

If you have no idea how to run a Halo Singleplayer map, first of all, why are you here? Secondly, I've included a readme with a short tutorial.

Also, all the dev files are in there. Tags, scripts and even JMS files. All Max files included are 2016+

So I'm testing out a script to create player progression. I can't figure out how to make the script compile where it reads the global "player_experience" as a function in a sleep or condition statement. How would I go about doing this?

Tbh I really don't think they'll port maps for MCC. As awesome as it would be, I think it'd be too difficult for them to bother. MCC is a dying game, it's Insider gameplay is actually pretty good but the update that I've played so far is just fixing bits and pieces. I'd much rather theater mode across all campaigns and forging on all maps (CE - H4). They did surprise us with Infinite, so we'll see.